| 2013 | Informative sound design in video games. | Patrick Ng, Keith V. Nesbitt |
| 2013 | Reproduction game demo. | Adam Nash, John McCormick, Stefan Greuter |
| 2013 | Duel reality: a sword-fighting game for novel gameplay around intentionally hiding body data. | Florian 'Floyd' Mueller, Wouter Walmink |
| 2013 | Reflections on designing networked exertion games. | Florian 'Floyd' Mueller, Martin R. Gibbs, Frank Vetere |
| 2013 | Designing in sensitive settings: workshops to design a technology to commemorate black saturday. | Joji Mori, Steve Howard, Martin R. Gibbs |
| 2013 | Context, detail, and conversation: using painting strategies with 3D computer animation software. | Gina Moore, Stefan Greuter, Chris Barker |
| 2013 | Exploring the role of activity in genre. | Nicole McMahon, Peta Wyeth, Daniel M. Johnson |
| 2013 | Shadow showdown: twister in a digital space. | Matthew Martin, Jenna Gavin, Daniel Cermak-Sassenrath, Charles Walker, Ben Kenobi |
| 2013 | SweatAtoms: materializing physical activity. | Rohit Ashok Khot, Florian 'Floyd' Mueller, Larissa Hjorth |
| 2013 | When game over means game over: using permanent death to craft living stories in | Brendan Keogh |
| 2013 | "A restless corpse": performativity, fetishism and | Darshana Jayemanne |
| 2013 | Motivation during videogame play: analysing player experience in terms of cognitive action. | Wilawan Inchamnan, Peta Wyeth |
| 2013 | Form over function: the use of Lovecraftian elements in World of Warcraft. | Michael Hitchens, Adam W. Ruch |
| 2013 | Trouble tower game demo. | Stefan Greuter, Susanne Tepe, Frank Boukamp, Ron R. Wakefield |
| 2013 | Stasis and entropy in Australian videogames classification discourse. | Daniel Golding |
| 2013 | Combining moving bodies with digital elements: design space between players and screens. | Jayden Garner, Gavin Wood, Sebastiaan Pijnappel, Martin Murer, Florian 'Floyd' Mueller |
| 2013 | Collapsing action; or, games of life and death. | Robbie Fordyce |
| 2013 | Towards personalised, gamified systems: an investigation into game design, personality and player typologies. | Lauren S. Ferro, Steffen P. Walz, Stefan Greuter |
| 2013 | The pathway driven narrative machine. | Helen Dickson, Rebecca Hayes |
| 2013 | Understanding player threat responses in FPS games. | David Conroy, Peta Wyeth, Daniel M. Johnson |
| 2013 | Media filter access. | Daniel Cermak-Sassenrath, Clinton Watkins, Ben Kenobi |
| 2013 | Making cake, swearing, and the indefinite meaning of media. | Daniel Cermak-Sassenrath, Matthew Martin, Jenna Gavin, Charles Walker |
| 2013 | Watch your steps: designing a semi-public display to promote physical activity. | Robert Cercos, Florian 'Floyd' Mueller |
| 2013 | Death and dying in DayZ. | Marcus Carter, Martin R. Gibbs, Greg Wadley |
| 2013 | The intersection of video games and patient empowerment: case study of a real world application. | Craig Caldwell, Carol Bruggers, Roger Altizer, Grzegorz Bulaj, Troy D'Ambrosio, Robert Kessler, Brianne Christiansen |